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At a glance they look easy to mod, just a few year values to alter Very happy with that, as I can set them as late game disruption, early game harrasement or to break up the mid game stalemate in europe. We could make a race for venice with the mongol scenario and hard mode , both attacking at once.
How flexible is it in setting the chance to occur. I think it would be nice to make it something that only happens on rare occasions, but for most games never occurs at all - without having to decide on creation, so it can be a surprise.
How flexible is it in setting the chance to occur. I think it would be nice to make it something that only happens on rare occasions, but for most games never occurs at all - without having to decide on creation, so it can be a surprise.
Well that's not really what I mean, I mean something like having the default invasion date range, but only say a 5-10% chance that it will occur at all.
Have a look yourself, seems perfectly doable and moddable.
Spoilers below obviously
I have edited the dates myself so these are earlier but the events are the same. Usually its 150 years or so ahead of this, I wanted to see what they were like early on.
Code:
###################################
#
# SUNSET INVASION
# - The Fantasy Menace
#
###################################
# Written by Henrik Fåhraeus and Henrik Eklund
namespace = SSI
# First Contact - Beads and Feathers
province_event = {
id = SSI.1
desc = "EVTDESC_SSI_001"
picture = "GFX_evt_aztec_explorers"
border = "GFX_event_normal_frame_war"
trigger = {
has_dlc = "Sunset Invasion"
year = 1100
NOT = { year = 1200 }
NOT = { has_global_flag = aztec_explorers }
OR = {
province_id = 1 # Vestisland
province_id = 9 # Connacht
province_id = 35 # Inse Gall
province_id = 31 # Cornwall
province_id = 104 # Cornouaille
province_id = 149 # Bordeaux
province_id = 156 # Coruna
province_id = 162 # Silves
province_id = 841 # Tangier
province_id = 845 # Anti-Atlas
}
}
immediate = {
set_global_flag = aztec_explorers
set_province_flag = aztec_explorers
activate_title = { title = e_mexikha status = yes }
hidden_tooltip = {
e_mexikha = {
holder_scope = {
narrative_event = { id = SSI.2 days = 7 }
}
}
}
}
mean_time_to_happen = {
months = 720
modifier = {
factor = 0.5
year = 1170
}
}
option = {
name = "EVTOPTA_SSI_001"
}
}
# Rumors of people from across the Atlantic
narrative_event = {
id = SSI.2
title = "EVTNAME_SSI_002"
desc = "EVTDESC_SSI_002"
major = yes
picture = "GFX_evt_aztec_explorers"
border = "GFX_event_narrative_frame_war"
is_triggered_only = yes
major_trigger = {
FROM = { owner = { NOT = { character = PREVPREV } } }
}
option = {
name = "EVTOPTA_SSI_002"
}
}
# First Landing of the Aztecs
province_event = {
id = SSI.3
desc = "EVTDESC_SSI_003"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
trigger = {
year = 1100
NOT = { has_global_flag = aztec_arrival }
had_province_flag = { flag = aztec_explorers days = 730 }
}
immediate = {
set_global_flag = aztec_arrival
culture = nahuatl
religion = aztec
e_mexikha = {
holder_scope = {
narrative_event = { id = SSI.4 }
}
}
}
mean_time_to_happen = {
months = 6
}
option = {
name = "EVTOPTA_SSI_003"
}
}
# First Landing of the Aztecs
narrative_event = {
id = SSI.4
title = "EVTNAME_SSI_004"
desc = "EVTDESC_SSI_004"
major = yes
hide_new = yes
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
is_triggered_only = yes
major_trigger = {
FROM = { owner = { NOT = { character = PREVPREV } } }
}
immediate = {
wealth = 10000
FROM = {
kingdom = {
ROOT = {
war = {
casus_belli = tribal_invasion
target = PREVPREV # The top liege of the province owner
thirdparty_title = PREV # The de jure kingdom
}
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 30
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
random = {
chance = 50
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 24
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
}
random = {
chance = 50
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
}
random = {
chance = 50
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 28
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
}
# Ships
if = {
limit = {
FROM = {
OR = {
province_id = 1 # Vestisland
province_id = 9 # Connacht
province_id = 35 # Inse Gall
province_id = 31 # Cornwall
}
}
}
FROM = {
sea_zone = {
ROOT = {
spawn_unit = {
province = PREV
home = FROM
owner = ROOT
earmark = aztec_invasion_fleet
troops =
{
galleys = { 1000 1000 }
}
}
}
}
}
}
# Some extra courtiers
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 20
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 26
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 28
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 17
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 17
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 20
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 16
}
}
option = {
name = "EVTOPTA_SSI_004"
}
}
# Second Landing of the Aztecs
province_event = {
id = SSI.5
desc = "EVTDESC_SSI_005"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
trigger = {
year = 1100
has_global_flag = aztec_arrival
NOT = { has_global_flag = aztec_arrival_2 }
OR = {
province_id = 1 # Vestisland
province_id = 9 # Connacht
province_id = 35 # Inse Gall
province_id = 31 # Cornwall
province_id = 104 # Cornouaille
province_id = 149 # Bordeaux
province_id = 156 # Coruna
province_id = 162 # Silves
province_id = 841 # Tangier
province_id = 845 # Anti-Atlas
}
}
immediate = {
set_global_flag = aztec_arrival_2
culture = nahuatl
religion = aztec
e_mexikha = {
holder_scope = {
narrative_event = { id = SSI.6 }
}
}
}
mean_time_to_happen = {
months = 12
}
option = {
name = "EVTOPTA_SSI_005"
}
}
# Second Landing of the Aztecs
narrative_event = {
id = SSI.6
title = "EVTNAME_SSI_006"
desc = "EVTDESC_SSI_006"
major = yes
hide_new = yes
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
is_triggered_only = yes
major_trigger = {
FROM = { owner = { NOT = { character = PREVPREV } } }
}
immediate = {
FROM = {
kingdom = {
ROOT = {
war = {
casus_belli = tribal_invasion
target = PREVPREV # The top liege of the province owner
thirdparty_title = PREV # The de jure kingdom
}
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 30
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
random = {
chance = 50
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 24
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
}
random = {
chance = 50
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
}
random = {
chance = 50
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 28
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
}
# Ships
if = {
limit = {
FROM = {
OR = {
province_id = 1 # Vestisland
province_id = 9 # Connacht
province_id = 35 # Inse Gall
province_id = 31 # Cornwall
}
}
}
FROM = {
sea_zone = {
ROOT = {
spawn_unit = {
province = PREV
home = FROM
owner = ROOT
earmark = aztec_invasion_fleet
troops =
{
galleys = { 1000 1000 }
}
}
}
}
}
}
}
option = {
name = "EVTOPTA_SSI_006"
}
}
# Aztec Invasion Fleets disband
character_event = {
id = SSI.100
hide_window = yes
trigger = {
has_landed_title = e_mexikha
NOT = { has_global_flag = aztec_invasion_fleet_disbanded }
had_global_flag = { flag = aztec_arrival days = 18250 }
}
mean_time_to_happen = {
months = 1
}
immediate = {
disband_event_forces = aztec_invasion_fleet
set_global_flag = aztec_invasion_fleet_disbanded
}
option = {
name = "OK"
}
}
# Aztecs Thrown Back Into the Sea
narrative_event = {
id = SSI.105
title = "EVTNAME_SSI_105"
desc = "EVTDESC_SSI_105"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival_2
has_landed_title = e_mexikha
has_earmarked_regiments = 0
is_landed = no
}
major_trigger = {
ai = no
}
immediate = {
activate_title = { title = e_mexikha status = no }
set_global_flag = aztecs_defeated
}
option = {
name = "EVTOPTA_SSI_105"
}
}
# Aztecs Fight Incas
narrative_event = {
id = SSI.30
title = "EVTNAME_SSI_030"
desc = "EVTDESC_SSI_030"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
NOT = { has_global_flag = aztec_incas }
NOT = { has_global_flag = aztecs_defeated }
}
major_trigger = {
ai = no
}
mean_time_to_happen = {
months = 220
}
immediate = {
set_global_flag = aztec_incas
}
option = {
name = "EVTOPTA_SSI_030"
}
}
# Aztecs Pacify Northern Plains
narrative_event = {
id = SSI.31
title = "EVTNAME_SSI_031"
desc = "EVTDESC_SSI_031"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
NOT = { has_global_flag = aztec_plains }
NOT = { has_global_flag = aztecs_defeated }
}
major_trigger = {
ai = no
}
mean_time_to_happen = {
months = 220
}
immediate = {
set_global_flag = aztec_plains
}
option = {
name = "EVTOPTA_SSI_031"
}
}
# Food From the Americas
narrative_event = {
id = SSI.35
title = "EVTNAME_SSI_035"
desc = "EVTDESC_SSI_035"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
NOT = { has_global_flag = aztec_food }
NOT = { has_global_flag = aztecs_defeated }
}
major_trigger = {
ai = no
}
mean_time_to_happen = {
months = 220
}
immediate = {
set_global_flag = aztec_food
}
option = {
name = "EVTOPTA_SSI_035"
}
}
# Aztecs Hold Iceland
character_event = {
id = SSI.40
desc = "EVTDESC_SSI_040"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = d_iceland
NOT = { has_global_flag = aztec_iceland }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_iceland
}
option = {
name = "EVTOPTA_SSI_040"
}
}
# Aztecs Hold Ireland
character_event = {
id = SSI.41
desc = "EVTDESC_SSI_041"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = d_ulster
completely_controls = d_connacht
completely_controls = d_meath
completely_controls = d_leinster
completely_controls = d_munster
NOT = { has_global_flag = aztec_ireland }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_ireland
}
option = {
name = "EVTOPTA_SSI_041"
}
}
# Aztecs Hold Britain
character_event = {
id = SSI.42
desc = "EVTDESC_SSI_042"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = d_northumberland
completely_controls = d_lancaster
completely_controls = d_york
completely_controls = d_norfolk
completely_controls = d_oxford
completely_controls = d_bedford
completely_controls = d_hereford
completely_controls = d_gloucester
completely_controls = d_canterbury
completely_controls = d_somerset
completely_controls = d_gwynedd
completely_controls = d_cornwall
completely_controls = d_galloway
completely_controls = d_western_isles
completely_controls = d_lothian
completely_controls = d_albany
NOT = { has_global_flag = aztec_britain }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_britain
}
option = {
name = "EVTOPTA_SSI_042"
}
}
# Aztecs Hold London
character_event = {
id = SSI.43
desc = "EVTDESC_SSI_043"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = c_middlesex
NOT = { has_global_flag = aztec_london }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_london
}
option = {
name = "EVTOPTA_SSI_043"
}
}
# Aztecs Hold Paris
character_event = {
id = SSI.44
desc = "EVTDESC_SSI_044"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = c_ile_de_france
NOT = { has_global_flag = aztec_paris }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_paris
}
option = {
name = "EVTOPTA_SSI_043"
}
}
# Aztecs Hold Rome
character_event = {
id = SSI.45
desc = "EVTDESC_SSI_045"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = c_roma
NOT = { has_global_flag = aztec_rome }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_rome
}
option = {
name = "EVTOPTA_SSI_043"
}
}
# Aztecs Hold Constantinople
character_event = {
id = SSI.46
desc = "EVTDESC_SSI_046"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = c_byzantion
NOT = { has_global_flag = aztec_constantinople }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_constantinople
}
option = {
name = "EVTOPTA_SSI_043"
}
}
# Aztecs Hold Cordoba
character_event = {
id = SSI.47
desc = "EVTDESC_SSI_047"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = c_cordoba
NOT = { has_global_flag = aztec_cordoba }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_cordoba
}
option = {
name = "EVTOPTA_SSI_043"
}
}
# Aztecs Hold Cairo
character_event = {
id = SSI.48
desc = "EVTDESC_SSI_048"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = c_cairo
NOT = { has_global_flag = aztec_cairo }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_cairo
}
option = {
name = "EVTOPTA_SSI_043"
}
}
# Aztecs Sacrifice Prisoner
character_event = {
id = SSI.60
desc = "EVTDESC_SSI_060"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
is_triggered_only = yes
option = {
name = "EVTOPTA_SSI_060"
}
}
# Aztecs Sacrifice Occupied Province Character
character_event = {
id = SSI.61
hide_window = yes
ai = yes
is_triggered_only = yes
trigger = {
in_command = no
prisoner = no
age = 16
NOT = { religion = aztec }
NOT = {
any_liege = {
has_landed_title = e_mexikha
}
}
new_character = {
OR = {
has_landed_title = e_mexikha
any_liege = {
has_landed_title = e_mexikha
}
}
}
}
immediate = {
liege = {
character_event = { id = SSI.62 }
}
death = { death_reason = death_sacrificed }
}
option = {
name = "OK"
}
}
# Liege Informed of Sacrifice
character_event = {
id = SSI.62
desc = "EVTDESC_SSI_060"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
is_triggered_only = yes
option = {
name = "EVTOPTA_SSI_060"
}
}
# Aztecs Bring Syphilis
narrative_event = {
id = SSI.70
title = "EVTNAME_SSI_070"
desc = "EVTDESC_SSI_070"
picture = "GFX_evt_aztec_explorers"
border = "GFX_event_narrative_frame_war"
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
NOT = { has_global_flag = aztec_syphilis }
NOT = { has_global_flag = aztecs_defeated }
}
major_trigger = {
ai = no
}
mean_time_to_happen = {
months = 150
}
immediate = {
set_global_flag = aztec_syphilis
activate_disease = syphilis
}
option = {
name = "EVTOPTA_SSI_070"
}
}
# Aztecs Struck by Smallpox
narrative_event = {
id = SSI.71
title = "EVTNAME_SSI_071"
desc = "EVTDESC_SSI_071"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_global_flag = aztec_syphilis
has_landed_title = e_mexikha
NOT = { has_global_flag = aztecs_defeated }
NOT = { has_global_flag = aztec_smallpox }
}
major_trigger = {
ai = no
}
mean_time_to_happen = {
months = 150
}
immediate = {
set_global_flag = aztec_smallpox
}
option = {
name = "EVTOPTA_SSI_071"
}
}
I haven't modded for a while but you'd change the factor to be less? Not sure, I'd have to refresh my memory, I'll play around later after I see them in action!
Have a look yourself, seems perfectly doable and moddable.
Spoilers below obviously
I have edited the dates myself so these are earlier but the events are the same. Usually its 150 years or so ahead of this, I wanted to see what they were like early on.
Code:
###################################
#
# SUNSET INVASION
# - The Fantasy Menace
#
###################################
# Written by Henrik Fåhraeus and Henrik Eklund
namespace = SSI
# First Contact - Beads and Feathers
province_event = {
id = SSI.1
desc = "EVTDESC_SSI_001"
picture = "GFX_evt_aztec_explorers"
border = "GFX_event_normal_frame_war"
trigger = {
has_dlc = "Sunset Invasion"
year = 1100
NOT = { year = 1200 }
NOT = { has_global_flag = aztec_explorers }
OR = {
province_id = 1 # Vestisland
province_id = 9 # Connacht
province_id = 35 # Inse Gall
province_id = 31 # Cornwall
province_id = 104 # Cornouaille
province_id = 149 # Bordeaux
province_id = 156 # Coruna
province_id = 162 # Silves
province_id = 841 # Tangier
province_id = 845 # Anti-Atlas
}
}
immediate = {
set_global_flag = aztec_explorers
set_province_flag = aztec_explorers
activate_title = { title = e_mexikha status = yes }
hidden_tooltip = {
e_mexikha = {
holder_scope = {
narrative_event = { id = SSI.2 days = 7 }
}
}
}
}
mean_time_to_happen = {
months = 720
modifier = {
factor = 0.5
year = 1170
}
}
option = {
name = "EVTOPTA_SSI_001"
}
}
# Rumors of people from across the Atlantic
narrative_event = {
id = SSI.2
title = "EVTNAME_SSI_002"
desc = "EVTDESC_SSI_002"
major = yes
picture = "GFX_evt_aztec_explorers"
border = "GFX_event_narrative_frame_war"
is_triggered_only = yes
major_trigger = {
FROM = { owner = { NOT = { character = PREVPREV } } }
}
option = {
name = "EVTOPTA_SSI_002"
}
}
# First Landing of the Aztecs
province_event = {
id = SSI.3
desc = "EVTDESC_SSI_003"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
trigger = {
year = 1100
NOT = { has_global_flag = aztec_arrival }
had_province_flag = { flag = aztec_explorers days = 730 }
}
immediate = {
set_global_flag = aztec_arrival
culture = nahuatl
religion = aztec
e_mexikha = {
holder_scope = {
narrative_event = { id = SSI.4 }
}
}
}
mean_time_to_happen = {
months = 6
}
option = {
name = "EVTOPTA_SSI_003"
}
}
# First Landing of the Aztecs
narrative_event = {
id = SSI.4
title = "EVTNAME_SSI_004"
desc = "EVTDESC_SSI_004"
major = yes
hide_new = yes
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
is_triggered_only = yes
major_trigger = {
FROM = { owner = { NOT = { character = PREVPREV } } }
}
immediate = {
wealth = 10000
FROM = {
kingdom = {
ROOT = {
war = {
casus_belli = tribal_invasion
target = PREVPREV # The top liege of the province owner
thirdparty_title = PREV # The de jure kingdom
}
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 30
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
random = {
chance = 50
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 24
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
}
random = {
chance = 50
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
}
random = {
chance = 50
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 28
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
}
# Ships
if = {
limit = {
FROM = {
OR = {
province_id = 1 # Vestisland
province_id = 9 # Connacht
province_id = 35 # Inse Gall
province_id = 31 # Cornwall
}
}
}
FROM = {
sea_zone = {
ROOT = {
spawn_unit = {
province = PREV
home = FROM
owner = ROOT
earmark = aztec_invasion_fleet
troops =
{
galleys = { 1000 1000 }
}
}
}
}
}
}
# Some extra courtiers
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 20
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 26
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 28
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 17
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 17
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 20
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = yes
age = 16
}
}
option = {
name = "EVTOPTA_SSI_004"
}
}
# Second Landing of the Aztecs
province_event = {
id = SSI.5
desc = "EVTDESC_SSI_005"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
trigger = {
year = 1100
has_global_flag = aztec_arrival
NOT = { has_global_flag = aztec_arrival_2 }
OR = {
province_id = 1 # Vestisland
province_id = 9 # Connacht
province_id = 35 # Inse Gall
province_id = 31 # Cornwall
province_id = 104 # Cornouaille
province_id = 149 # Bordeaux
province_id = 156 # Coruna
province_id = 162 # Silves
province_id = 841 # Tangier
province_id = 845 # Anti-Atlas
}
}
immediate = {
set_global_flag = aztec_arrival_2
culture = nahuatl
religion = aztec
e_mexikha = {
holder_scope = {
narrative_event = { id = SSI.6 }
}
}
}
mean_time_to_happen = {
months = 12
}
option = {
name = "EVTOPTA_SSI_005"
}
}
# Second Landing of the Aztecs
narrative_event = {
id = SSI.6
title = "EVTNAME_SSI_006"
desc = "EVTDESC_SSI_006"
major = yes
hide_new = yes
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
is_triggered_only = yes
major_trigger = {
FROM = { owner = { NOT = { character = PREVPREV } } }
}
immediate = {
FROM = {
kingdom = {
ROOT = {
war = {
casus_belli = tribal_invasion
target = PREVPREV # The top liege of the province owner
thirdparty_title = PREV # The de jure kingdom
}
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 30
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
random = {
chance = 50
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 24
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
}
random = {
chance = 50
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 25
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
}
random = {
chance = 50
create_character = {
random_traits = yes
dynasty = random
religion = aztec
culture = nahuatl
female = no
age = 28
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = FROM
home = FROM
troops =
{
heavy_infantry = { 10000 10000 }
light_infantry = { 5000 5000 }
archers = { 5000 5000 }
}
}
}
}
# Ships
if = {
limit = {
FROM = {
OR = {
province_id = 1 # Vestisland
province_id = 9 # Connacht
province_id = 35 # Inse Gall
province_id = 31 # Cornwall
}
}
}
FROM = {
sea_zone = {
ROOT = {
spawn_unit = {
province = PREV
home = FROM
owner = ROOT
earmark = aztec_invasion_fleet
troops =
{
galleys = { 1000 1000 }
}
}
}
}
}
}
}
option = {
name = "EVTOPTA_SSI_006"
}
}
# Aztec Invasion Fleets disband
character_event = {
id = SSI.100
hide_window = yes
trigger = {
has_landed_title = e_mexikha
NOT = { has_global_flag = aztec_invasion_fleet_disbanded }
had_global_flag = { flag = aztec_arrival days = 18250 }
}
mean_time_to_happen = {
months = 1
}
immediate = {
disband_event_forces = aztec_invasion_fleet
set_global_flag = aztec_invasion_fleet_disbanded
}
option = {
name = "OK"
}
}
# Aztecs Thrown Back Into the Sea
narrative_event = {
id = SSI.105
title = "EVTNAME_SSI_105"
desc = "EVTDESC_SSI_105"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival_2
has_landed_title = e_mexikha
has_earmarked_regiments = 0
is_landed = no
}
major_trigger = {
ai = no
}
immediate = {
activate_title = { title = e_mexikha status = no }
set_global_flag = aztecs_defeated
}
option = {
name = "EVTOPTA_SSI_105"
}
}
# Aztecs Fight Incas
narrative_event = {
id = SSI.30
title = "EVTNAME_SSI_030"
desc = "EVTDESC_SSI_030"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
NOT = { has_global_flag = aztec_incas }
NOT = { has_global_flag = aztecs_defeated }
}
major_trigger = {
ai = no
}
mean_time_to_happen = {
months = 220
}
immediate = {
set_global_flag = aztec_incas
}
option = {
name = "EVTOPTA_SSI_030"
}
}
# Aztecs Pacify Northern Plains
narrative_event = {
id = SSI.31
title = "EVTNAME_SSI_031"
desc = "EVTDESC_SSI_031"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
NOT = { has_global_flag = aztec_plains }
NOT = { has_global_flag = aztecs_defeated }
}
major_trigger = {
ai = no
}
mean_time_to_happen = {
months = 220
}
immediate = {
set_global_flag = aztec_plains
}
option = {
name = "EVTOPTA_SSI_031"
}
}
# Food From the Americas
narrative_event = {
id = SSI.35
title = "EVTNAME_SSI_035"
desc = "EVTDESC_SSI_035"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
NOT = { has_global_flag = aztec_food }
NOT = { has_global_flag = aztecs_defeated }
}
major_trigger = {
ai = no
}
mean_time_to_happen = {
months = 220
}
immediate = {
set_global_flag = aztec_food
}
option = {
name = "EVTOPTA_SSI_035"
}
}
# Aztecs Hold Iceland
character_event = {
id = SSI.40
desc = "EVTDESC_SSI_040"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = d_iceland
NOT = { has_global_flag = aztec_iceland }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_iceland
}
option = {
name = "EVTOPTA_SSI_040"
}
}
# Aztecs Hold Ireland
character_event = {
id = SSI.41
desc = "EVTDESC_SSI_041"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = d_ulster
completely_controls = d_connacht
completely_controls = d_meath
completely_controls = d_leinster
completely_controls = d_munster
NOT = { has_global_flag = aztec_ireland }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_ireland
}
option = {
name = "EVTOPTA_SSI_041"
}
}
# Aztecs Hold Britain
character_event = {
id = SSI.42
desc = "EVTDESC_SSI_042"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = d_northumberland
completely_controls = d_lancaster
completely_controls = d_york
completely_controls = d_norfolk
completely_controls = d_oxford
completely_controls = d_bedford
completely_controls = d_hereford
completely_controls = d_gloucester
completely_controls = d_canterbury
completely_controls = d_somerset
completely_controls = d_gwynedd
completely_controls = d_cornwall
completely_controls = d_galloway
completely_controls = d_western_isles
completely_controls = d_lothian
completely_controls = d_albany
NOT = { has_global_flag = aztec_britain }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_britain
}
option = {
name = "EVTOPTA_SSI_042"
}
}
# Aztecs Hold London
character_event = {
id = SSI.43
desc = "EVTDESC_SSI_043"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = c_middlesex
NOT = { has_global_flag = aztec_london }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_london
}
option = {
name = "EVTOPTA_SSI_043"
}
}
# Aztecs Hold Paris
character_event = {
id = SSI.44
desc = "EVTDESC_SSI_044"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = c_ile_de_france
NOT = { has_global_flag = aztec_paris }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_paris
}
option = {
name = "EVTOPTA_SSI_043"
}
}
# Aztecs Hold Rome
character_event = {
id = SSI.45
desc = "EVTDESC_SSI_045"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = c_roma
NOT = { has_global_flag = aztec_rome }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_rome
}
option = {
name = "EVTOPTA_SSI_043"
}
}
# Aztecs Hold Constantinople
character_event = {
id = SSI.46
desc = "EVTDESC_SSI_046"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = c_byzantion
NOT = { has_global_flag = aztec_constantinople }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_constantinople
}
option = {
name = "EVTOPTA_SSI_043"
}
}
# Aztecs Hold Cordoba
character_event = {
id = SSI.47
desc = "EVTDESC_SSI_047"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = c_cordoba
NOT = { has_global_flag = aztec_cordoba }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_cordoba
}
option = {
name = "EVTOPTA_SSI_043"
}
}
# Aztecs Hold Cairo
character_event = {
id = SSI.48
desc = "EVTDESC_SSI_048"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
completely_controls = c_cairo
NOT = { has_global_flag = aztec_cairo }
}
major_trigger = {
ai = no
}
immediate = {
set_global_flag = aztec_cairo
}
option = {
name = "EVTOPTA_SSI_043"
}
}
# Aztecs Sacrifice Prisoner
character_event = {
id = SSI.60
desc = "EVTDESC_SSI_060"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
is_triggered_only = yes
option = {
name = "EVTOPTA_SSI_060"
}
}
# Aztecs Sacrifice Occupied Province Character
character_event = {
id = SSI.61
hide_window = yes
ai = yes
is_triggered_only = yes
trigger = {
in_command = no
prisoner = no
age = 16
NOT = { religion = aztec }
NOT = {
any_liege = {
has_landed_title = e_mexikha
}
}
new_character = {
OR = {
has_landed_title = e_mexikha
any_liege = {
has_landed_title = e_mexikha
}
}
}
}
immediate = {
liege = {
character_event = { id = SSI.62 }
}
death = { death_reason = death_sacrificed }
}
option = {
name = "OK"
}
}
# Liege Informed of Sacrifice
character_event = {
id = SSI.62
desc = "EVTDESC_SSI_060"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_normal_frame_war"
is_triggered_only = yes
option = {
name = "EVTOPTA_SSI_060"
}
}
# Aztecs Bring Syphilis
narrative_event = {
id = SSI.70
title = "EVTNAME_SSI_070"
desc = "EVTDESC_SSI_070"
picture = "GFX_evt_aztec_explorers"
border = "GFX_event_narrative_frame_war"
trigger = {
has_global_flag = aztec_arrival
has_landed_title = e_mexikha
NOT = { has_global_flag = aztec_syphilis }
NOT = { has_global_flag = aztecs_defeated }
}
major_trigger = {
ai = no
}
mean_time_to_happen = {
months = 150
}
immediate = {
set_global_flag = aztec_syphilis
activate_disease = syphilis
}
option = {
name = "EVTOPTA_SSI_070"
}
}
# Aztecs Struck by Smallpox
narrative_event = {
id = SSI.71
title = "EVTNAME_SSI_071"
desc = "EVTDESC_SSI_071"
picture = "GFX_evt_aztec_arrival"
border = "GFX_event_narrative_frame_war"
major = yes
trigger = {
has_global_flag = aztec_arrival
has_global_flag = aztec_syphilis
has_landed_title = e_mexikha
NOT = { has_global_flag = aztecs_defeated }
NOT = { has_global_flag = aztec_smallpox }
}
major_trigger = {
ai = no
}
mean_time_to_happen = {
months = 150
}
immediate = {
set_global_flag = aztec_smallpox
}
option = {
name = "EVTOPTA_SSI_071"
}
}
Okay, if I'm reading the right, first contact can happen anytime between 1100 and 1200.
MTTH of 720 months would mean 1/720 of a chance of firing every month.
Except in the last 30 years, where the factor modifies MTTH to happen by a factor of .5 (or in other words, halves it). So 1/360 of a chance each month.
Alright so if my math is correct, setting the MTTH over a span of 100 years to 10,000 months (with no modification factor) should result in a 11.3% the event will fire at all during that time.
I make no guarantee that my results are not horribly wrong.
Alright so if my math is correct, setting the MTTH over a span of 100 years to 10,000 months (with no modification factor) should result in a 11.3% the event will fire at all during that time.
I make no guarantee that my results are not horribly wrong.
I got 12%. Correct me if I'm wrong, but I divided 10,000 months by 12 to get a MTTH of 833.3333333333333 years. I then inverted that into 1/833.3333333333333 to get .0012, or a .12% chance each year. Then I multiplies that by 100 for .12, or a 12% chance over a 100 year span.
It works out to the same number if you convert 100 years into 1200 months and then work from there.
I'm pretty sure the factor component only modifies the MTTH to happen when the condition is met. So in the last 30 years the initial contact can fire, the chance of it happening doubles by halving the MTTH. Removing the factor component would only return it to its normal chances of occurring in those last 30 years.